package se.no.noko.engine.core;

public class LightCoordinates {
	/**
	 * Used to hold a light centered on the origin in model space. We need a 4th
	 * coordinate so we can get translations to work when we multiply this by
	 * our transformation matrices.
	 */
	private final float[] lightPosInModelSpace = new float[] { 0.0f, 0.0f,
			0.0f, 1.0f };

	/**
	 * Used to hold the current position of the light in world space (after
	 * transformation via model matrix).
	 */
	private final float[] lightPosInWorldSpace = new float[4];

	/**
	 * Used to hold the transformed position of the light in eye space (after
	 * transformation via modelview matrix)
	 */
	private final float[] lightPosInEyeSpace = new float[4];

	public float[] getLightPosInModelSpace() {
		return lightPosInModelSpace;
	}

	public float[] getLightPosInWorldSpace() {
		return lightPosInWorldSpace;
	}

	public float[] getLightPosInEyeSpace() {
		return lightPosInEyeSpace;
	}

}
